Our rendering pipeline was primitive in comparison to many in
production today. We rendered the scenes in a
number of different layers. Character, foreground, background,
matte painting and sky layers were rendered as different image
sequences which were then composited one on top of another at
a later stage.
We looked at tools to accomplish a more sophisticated rendering
environment that could output colour, shadow, specular, diffuse
and reflection channels. This would have allowed us a great degree
of freedom during the compositing stage to work with the look
of each shot. However, great freedom comes with its own sets of
problems. We had limited time, rendering capacity and storage
space, and 80 shots to complete in two months with no dedicated
compositor. For this reason we decided to limit the number of
layers and thereby limit the options available to us during compositing.
Our primary concern was the ease with
which we could make changes, so we rendered a
separate layer for each character. This allowed us to adjust each
character’s animation later without having to re-render
the background. If necessary we also rendered a shadow layer for
the character. Where the camera was static and we could get away
with rendering a still rather than an image sequence for a layer,
we did. By splitting up the scene we reduced the resource demands
on the individual computers, thereby improving render times.
For the tech-heads:
In our lab we had five 2.4GHz Intel boxes with 1Gb RAM each and
three 800MHz Intel boxes from Hewlett Packard running Windows,
a dual 2.4Ghz Intel server running Linux, and for the last month
another two dual 2.4Ghz servers, also running Windows. We did
benchmark test between Linux and Window and did discover about
a 30% speed improvement in rendertimes under Linux. However, our
lab was also a teaching environment and each workstation needed
to be loaded with certain Windows only packages for the students
to work on, so we never fully explored running the whole network
under Linux..
We used Spider, the freeware Maya network renderer to distribute
our rendering load over the network and it was great. Easy installation
and rock solid under Windows 2000. One of our workstations was
running Windows XP Pro and it gave us some trouble. We attributed
this to a conflict between Spider and XP Pro as we didn’t
encounter this problem with any of the other render nodes.
One of the dual 800 MHz boxes acted as our file server, since
it only had 256MB of RAM. We did have some bottleneck issues with
the ethernet due to the volume of data that needed to be transferred
and would in future look at installing an optical network.